Full BSDF
This commit is contained in:
@ -14,8 +14,11 @@
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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#ifdef _Anisotropy
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uniform sampler2D gbuffer3;
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#ifdef _gbuffer2
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uniform sampler2D gbuffer2;
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#endif
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#ifdef _ClearCoat
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uniform sampler2D gbufferCoatNormal;
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#endif
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uniform float envmapStrength;
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@ -53,7 +56,7 @@ uniform vec2 cameraPlane;
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#ifdef _SinglePoint
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#ifdef _Spot
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//!uniform sampler2DShadow shadowMapSpot[1];
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//!uniform mat4 LWVPSpot[1];
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//!uniform mat4 LWVPSpotArray[1];
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#else
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//!uniform samplerCubeShadow shadowMapPoint[1];
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//!uniform vec2 lightProj;
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@ -95,6 +98,7 @@ uniform vec3 sunCol;
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#ifndef _SingleAtlas
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uniform sampler2DShadow shadowMapAtlasSun;
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#endif
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//!uniform vec4 tileBoundsSunArray[maxLights * shadowmapCascades];
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#else
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uniform sampler2DShadow shadowMap;
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#endif
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@ -140,23 +144,55 @@ void main() {
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matid = min(matid, uint(MAX_MATERIALS - 1));
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//!uniform vec4 materialParams[MAX_MATERIALS * 8];
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vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6;
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6);
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vec4 matp0 = vec4(0.0), matp1 = vec4(0.0), matp2 = vec4(0.0), matp3 = vec4(0.0);
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vec4 matp4 = vec4(0.0), matp5 = vec4(0.0), matp6 = vec4(0.0), matp7 = vec4(0.0);
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// TODO: coatIOR=1.5, ior=1.45, thinWall=1.0 move to python make files
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matp1.z = 1.5;
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matp3.x = 1.45;
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matp3.y = 1.0;
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if (matid >= 3u) {
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7);
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}
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#ifdef _ClearCoat
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vec3 coatTintCol = vec3(matp1.w, matp2.x, matp2.y);
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#endif
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#ifdef _Sheen
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vec3 sheenTintCol = vec3(matp5.z, matp5.w, matp6.x);
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#endif
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#ifdef _SSS
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vec3 sssColorVal = vec3(matp4.w, matp5.x, matp5.y);
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vec3 sssRadiusScaled = vec3(matp4.x, matp4.y, matp4.z) * matp7.x;
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#endif
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#endif
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vec4 g1 = textureLod(gbuffer1, texCoord, 0.0); // Basecolor.rgb, spec/occ
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vec2 occspec = unpackFloat2(g1.a);
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vec3 albedo = surfaceAlbedo(g1.rgb, metallic); // g1.rgb - basecolor
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vec3 f0 = surfaceF0(g1.rgb, metallic);
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#ifdef _ExtBRDF
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f0 = mix(f0, min(g1.rgb, vec3(2.0)), vec3(matp6.y, matp6.z, matp6.w));
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#endif
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float depth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
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vec3 p = getPos(eye, eyeLook, normalize(viewRay), depth, cameraProj);
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vec3 v = normalize(eye - p);
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float dotNV = max(dot(n, v), 0.0);
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#ifdef _ClearCoat
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vec4 gCoat = textureLod(gbufferCoatNormal, texCoord, 0.0);
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vec3 nCoat;
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nCoat.z = 1.0 - abs(gCoat.x) - abs(gCoat.y);
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nCoat.xy = nCoat.z >= 0.0 ? gCoat.xy : octahedronWrap(gCoat.xy);
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nCoat = normalize(nCoat);
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#endif
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#ifdef _Anisotropy
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vec4 g3 = textureLod(gbuffer3, texCoord, 0.0);
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vec3 wTangent = length(g3.xyz) > 0.0 ? normalize(g3.xyz) : vec3(1.0, 0.0, 0.0);
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#ifdef _gbuffer2
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vec4 g2 = textureLod(gbuffer2, texCoord, 0.0);
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vec3 wTangent = decodeTangent(g2.a, n);
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#else
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vec3 wTangent = vec3(0.0);
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#endif
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#endif
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#ifdef _Brdf
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@ -174,15 +210,20 @@ void main() {
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#endif
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#ifdef _Rad
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#ifdef _Anisotropy
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vec3 reflectionWorld = anisotropicIBLDirection(n, v, wTangent,
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matp0.x, roughness);
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#else
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vec3 reflectionWorld = reflect(-v, n);
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#endif
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float lod = getMipFromRoughness(roughness, envmapNumMipmaps);
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vec3 prefilteredColor = textureLod(senvmapRadiance, envMapEquirect(reflectionWorld), lod).rgb;
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#endif
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#ifdef _EnvLDR
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envl.rgb = pow(envl.rgb, vec3(2.2));
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envl.rgb = srgbToLinear(envl.rgb);
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#ifdef _Rad
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prefilteredColor = pow(prefilteredColor, vec3(2.2));
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prefilteredColor = srgbToLinear(prefilteredColor);
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#endif
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#endif
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@ -196,6 +237,98 @@ void main() {
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#endif
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#endif
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#ifdef _ExtBRDF
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float iblSheenWeight = 1.0;
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float iblCoatWeight = 1.0;
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vec3 coatTintAbsorb = vec3(1.0);
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#ifdef _Sheen
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float sheenAlb = sheenIBLAlbedo(matp0.z, matp0.w, dotNV);
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iblSheenWeight = max(1.0 - sheenAlb *
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max(max(sheenTintCol.r, sheenTintCol.g), sheenTintCol.b), 0.0);
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#endif
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#ifdef _ClearCoat
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float dotNVCoat = max(dot(nCoat, v), 0.0);
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float coatF = coatIBLFresnel(matp1.x, matp1.z, dotNVCoat);
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iblCoatWeight = max(1.0 - coatF, 0.0);
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if (matp1.x > 0.0) {
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coatTintAbsorb = mix(vec3(1.0), clamp(coatTintCol, 0.0, 1.0),
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clamp(1.0 / max(dotNVCoat, 0.3) * 0.2, 0.0, 1.0));
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}
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#endif
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float iblLayerWeight = iblSheenWeight * iblCoatWeight;
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envl.rgb *= iblLayerWeight;
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brdf_sheenWeight = iblSheenWeight;
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brdf_coatWeight = iblCoatWeight;
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brdf_coatTintAbsorb = coatTintAbsorb;
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#ifdef _Sheen
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brdf_sheenAlbedo = sheenAlb;
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#endif
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#ifdef _ClearCoat
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brdf_coatF0 = (matp1.z - 1.0) / (matp1.z + 1.0);
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brdf_coatF0 = brdf_coatF0 * brdf_coatF0;
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#endif
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#ifdef _Transmission
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brdf_transmissionF0 = (matp3.x - 1.0) / (matp3.x + 1.0);
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brdf_transmissionF0 = brdf_transmissionF0 * brdf_transmissionF0;
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#endif
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#ifdef _Transmission
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float transF = transmissionIBLFresnel(matp3.x, dotNV);
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float transmittance = 1.0 - transF;
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#ifdef _Rad
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if (matp2.z > 0.0 && transmittance > 0.0) {
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vec3 refrDir = transmissionIBLDirection(n, v, matp3.x);
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float transLod = getMipFromRoughness(matp2.w, envmapNumMipmaps);
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vec3 transColor = textureLod(senvmapRadiance,
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envMapEquirect(refrDir), transLod).rgb;
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transColor = min(transColor, vec3(20.0));
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#ifdef _EnvLDR
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transColor = srgbToLinear(transColor);
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#endif
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envl.rgb += albedo * matp2.z * transmittance * transColor * dotNV
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* iblLayerWeight;
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}
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#endif
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#endif
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#ifdef _ClearCoat
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envl.rgb *= coatTintAbsorb;
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#ifdef _Rad
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if (coatF > 0.0) {
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float coatLod = getMipFromRoughness(matp1.y, envmapNumMipmaps);
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vec3 coatRefl = reflect(-v, nCoat);
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vec3 coatColor = textureLod(senvmapRadiance,
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envMapEquirect(coatRefl), coatLod).rgb;
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coatColor = min(coatColor, vec3(20.0));
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#ifdef _EnvLDR
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coatColor = srgbToLinear(coatColor);
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#endif
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envl.rgb += coatColor * coatF * iblSheenWeight;
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}
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#endif
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#endif
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#ifdef _Sheen
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#ifdef _Rad
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if (sheenAlb > 0.0) {
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float sheenLod = getMipFromRoughness(matp0.w, envmapNumMipmaps);
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vec3 sheenRefl = reflect(-v, n);
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vec3 sheenColor = textureLod(senvmapRadiance,
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envMapEquirect(sheenRefl), sheenLod).rgb;
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sheenColor = min(sheenColor, vec3(20.0));
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#ifdef _EnvLDR
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sheenColor = srgbToLinear(sheenColor);
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#endif
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envl.rgb += sheenColor * sheenTintCol * sheenAlb;
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}
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#endif
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#endif
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#endif // _ExtBRDF
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envl.rgb *= envmapStrength * occspec.x;
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fragColor.rgb = envl;
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@ -207,7 +340,7 @@ void main() {
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float svisibility = 1.0;
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#ifdef _Anisotropy
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vec3 sdirect;
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if (abs(matp0.x) > 0.001) {
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if (abs(matp0.x) > 0.001 && dot(wTangent, wTangent) > 0.001) {
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vec3 sbitangent = normalize(cross(n, wTangent));
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sdirect = lambertDiffuseBRDF(albedo, sdotNL) +
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anisotropicBRDF(f0, roughness, matp0.x, matp0.y,
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@ -221,29 +354,24 @@ void main() {
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specularBRDF(f0, roughness, sdotNL, sdotNH, dotNV, sdotVH) * occspec.y;
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#endif
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float sunSheenWeight = 1.0;
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float sunCoatWeight = 1.0;
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float sunSheenWeight = brdf_sheenWeight;
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float sunCoatWeight = brdf_coatWeight;
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#ifdef _Sheen
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vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), sdotNL, sdotNH, dotNV);
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sunSheenWeight = sheenAttenuation(matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x), dotNV);
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vec3 sunSheen = sheenBRDF(matp0.z, matp0.w, sheenTintCol, sdotNL, sdotNH, dotNV);
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#endif
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#ifdef _ClearCoat
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vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, sdotNL, sdotNH, dotNV, sdotVH);
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sunCoatWeight = coatAttenuation(matp1.x, matp1.z, dotNV);
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vec3 sunCoat = clearcoatBRDF(matp1.x, matp1.y, matp1.z, nCoat, sunDir, v, sh);
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#endif
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float sunLayerWeight = sunSheenWeight * sunCoatWeight;
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sdirect *= sunLayerWeight;
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#ifdef _Subsurface
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sdirect += subsurfaceBRDF(albedo, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.z, matp3.w, sdotNL) * sunLayerWeight;
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#endif
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#ifdef _Transmission
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sdirect += transmissionBRDF(albedo, matp2.z, matp2.w, matp3.x, matp3.y, sdotNL, dotNV, sdotVH) * sunLayerWeight;
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#endif
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#ifdef _ClearCoat
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sdirect *= coatTintAttenuation(matp1.x, vec3(matp1.w, matp2.x, matp2.y), dotNV);
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sdirect *= brdf_coatTintAbsorb;
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sdirect += sunCoat * sunSheenWeight;
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#endif
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#ifdef _Sheen
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@ -251,6 +379,9 @@ void main() {
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#endif
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#ifdef _ShadowMap
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSunArray[0];
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#endif
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#ifdef _CSM
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svisibility = shadowTestCascade(
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#ifdef _ShadowMapAtlas
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@ -294,16 +425,16 @@ void main() {
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, true, spotData.x, spotData.y, spotDir, spotData.zw, spotRight // TODO: Test!
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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, matp0.z, matp0.w, sheenTintCol
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#ifdef _SSS
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, matp3.z, sssColorVal, sssRadiusScaled, matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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@ -351,16 +482,16 @@ void main() {
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, lightsArraySpot[li * 2 + 1].xyz // right
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#endif
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#ifdef _ClearCoat
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, matp1.x, matp1.y, matp1.z, vec3(matp1.w, matp2.x, matp2.y)
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, matp1.x, matp1.y, matp1.z, coatTintCol, nCoat
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#endif
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#ifdef _Sheen
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, matp0.z, matp0.w, vec3(matp5.z, matp5.w, matp6.x)
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, matp0.z, matp0.w, sheenTintCol
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#endif
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#ifdef _Anisotropy
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, matp0.x, matp0.y, wTangent
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#endif
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#ifdef _Subsurface
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, matp3.z, vec3(matp4.w, matp5.x, matp5.y), vec3(matp4.x, matp4.y, matp4.z), matp3.w
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#ifdef _SSS
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, matp3.z, sssColorVal, sssRadiusScaled, matp3.w
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#endif
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#ifdef _Transmission
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, matp2.z, matp2.w, matp3.x, matp3.y
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@ -368,4 +499,11 @@ void main() {
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);
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}
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#endif // _Clusters
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fragColor.rgb = clamp(fragColor.rgb, vec3(0.0), vec3(65504.0));
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if (any(isnan(fragColor.rgb)) || any(isinf(fragColor.rgb))) {
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fragColor.rgb = vec3(0.0);
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}
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fragColor.a = 1.0; // Mark as opaque
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}
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@ -97,6 +97,16 @@
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"link": "_cascadeData",
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"ifdef": ["_Sun", "_ShadowMap", "_CSM"]
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},
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{
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"name": "tileBoundsSunArray",
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"link": "_tileBoundsSunArray",
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"ifdef": ["_Sun", "_ShadowMap", "_ShadowMapAtlas"]
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},
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{
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"name": "tileBoundsSpotArray",
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"link": "_tileBoundsSpotArray",
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"ifdef": ["_Clusters", "_Spot", "_ShadowMap", "_ShadowMapAtlas"]
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},
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{
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"name": "eyeLookRight",
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"link": "_eyeLookRight",
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@ -218,7 +228,8 @@
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{
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"name": "materialParams",
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"link": "_materialParams",
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"type": "floats"
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"type": "floats",
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"ifdef": ["_ExtBRDF"]
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}
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],
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"vertex_shader": "../include/pass_viewray.vert.glsl",
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